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	<title>Comments on: Article on Game Feel up on Gamasutra</title>
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		<title>By: sswink</title>
		<link>http://www.steveswink.com/posts/article-on-game-feel-up-on-gamasutra/comment-page-1/#comment-9553</link>
		<dc:creator>sswink</dc:creator>
		<pubDate>Sat, 24 Nov 2007 17:20:54 +0000</pubDate>
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		<description>Yeah, and this will definitely be addressed in the book, when I have more space to really spin up.  I actually have an entire chapter devoted to examining the delineation between games that use feel as their primary dynamic and games to which feel is incidental or absent.  I explicitly state that there are many games which don&#039;t have &quot;Game Feel&quot; per my definition that are among my favorite games (Civ, X-Com etc...) Thanks for reading!

-Steve</description>
		<content:encoded><![CDATA[<p>Yeah, and this will definitely be addressed in the book, when I have more space to really spin up.  I actually have an entire chapter devoted to examining the delineation between games that use feel as their primary dynamic and games to which feel is incidental or absent.  I explicitly state that there are many games which don&#8217;t have &#8220;Game Feel&#8221; per my definition that are among my favorite games (Civ, X-Com etc&#8230;) Thanks for reading!</p>
<p>-Steve</p>
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		<title>By: Peter Bessman</title>
		<link>http://www.steveswink.com/posts/article-on-game-feel-up-on-gamasutra/comment-page-1/#comment-9547</link>
		<dc:creator>Peter Bessman</dc:creator>
		<pubDate>Sat, 24 Nov 2007 12:05:04 +0000</pubDate>
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		<description>Quite a good one, I&#039;d say, although I think that there are many types of successful games for which I&#039;d say feel is irrelevant --- or, to put it differently, to come up with a way to define interaction in terms of &quot;feel&quot; for such as a text based adventure would be to squish the utility right out of the term.

But obvs, feel is paramount in probably the majority of games.</description>
		<content:encoded><![CDATA[<p>Quite a good one, I&#8217;d say, although I think that there are many types of successful games for which I&#8217;d say feel is irrelevant &#8212; or, to put it differently, to come up with a way to define interaction in terms of &#8220;feel&#8221; for such as a text based adventure would be to squish the utility right out of the term.</p>
<p>But obvs, feel is paramount in probably the majority of games.</p>
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